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Metaverse Live Entertainment - Romania

Romania
  • The projected value in the Metaverse Live Entertainment market for Romania is expected to reach US$721.0k by 2024.
  • It is anticipated that the market will experience an annual growth rate (CAGR 2024-2030) of 10.63%, resulting in a projected market volume of US$1.3m by 2030.
  • In 2024, the market volume is projected to be US$89.2m in Romania, indicating that the majority of the value is generated in this country.
  • In terms of users, it is expected that the number of users in Romania will reach 14.6k users by 2030.
  • The user penetration rate is anticipated to be 0.1% in 2024 and is expected to increase to 0.1% by 2030.
  • Furthermore, the average value per user (ARPU) in Romania is projected to be US$67.5.
  • Romania's Metaverse live entertainment market is thriving, with an increasing number of virtual concerts and interactive experiences available to its tech-savvy population.

Definition:

The Live Entertainment market refers to the use of virtual and augmented reality technology to create immersive experiences for live events and performances. This includes virtual concerts, theater productions, and comedy shows. These events can be attended by users in the metaverse, who can interact with each other and the performers in real time.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Key players in the market include companies, such as live events in Fortnite with performances by Marshmello or Travis Scott. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual concerts, such as Travis Scott in the metaverse
  • Virtual festivals, such as the Metaverse Festival
  • Virtual art galleries, such as VR Museum of Fine Art

Out-Of-Scope

  • Live concerts streamed, such as streaming on Twitch or Youtube
  • Sport events streamed, such as Football
Metaverse: market data & analysis - Cover

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Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Live Entertainment market in Romania is experiencing significant growth and development.

    Customer preferences:
    Customers in Romania are increasingly seeking immersive and interactive entertainment experiences. The Metaverse Live Entertainment market offers them the opportunity to engage with virtual worlds and connect with others in real-time. This appeals to a wide range of demographics, including younger generations who are familiar with digital technologies and are looking for unique and novel experiences.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in Romania is the rise of virtual concerts and events. Artists and performers are leveraging the power of the metaverse to reach a larger audience and provide an interactive and engaging experience. This trend is driven by advancements in virtual reality (VR) and augmented reality (AR) technologies, which allow for realistic and immersive experiences. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual events as a way to connect with audiences when physical gatherings are restricted. Another trend in the market is the integration of social elements into the metaverse. Users in Romania are increasingly looking for opportunities to connect with others and engage in social activities within virtual environments. This includes attending virtual parties, exploring virtual worlds with friends, and participating in multiplayer games. The metaverse provides a platform for these social interactions, allowing users to create avatars, communicate with others, and collaborate on various activities.

    Local special circumstances:
    Romania has a strong and growing tech-savvy population, which is contributing to the development of the Metaverse Live Entertainment market. The country has a well-established IT industry and a high number of skilled professionals in the field of technology. This provides a solid foundation for the growth of the metaverse market, as local talent can contribute to the development of virtual worlds, immersive experiences, and innovative technologies.

    Underlying macroeconomic factors:
    The Romanian economy is experiencing steady growth, which is creating favorable conditions for the Metaverse Live Entertainment market. As disposable incomes increase, consumers have more spending power to invest in entertainment and leisure activities. The metaverse offers a unique and exciting form of entertainment that is becoming increasingly accessible and affordable. Additionally, the government's focus on digitalization and innovation is creating an environment that is conducive to the growth of the metaverse market. In conclusion, the Metaverse Live Entertainment market in Romania is experiencing significant growth and development. Customer preferences for immersive and interactive experiences, along with the rise of virtual concerts and social interactions, are driving the market forward. Local special circumstances, such as a tech-savvy population and a strong IT industry, are contributing to the market's growth. Furthermore, favorable macroeconomic factors, including steady economic growth and government support for digitalization, are creating a conducive environment for the metaverse market in Romania.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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